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 [REL|WIP] Gangsta Rides

 Tuning for the IV stock cars
 
PacketOVerload_x64Bit  
Posted: Saturday, Apr 14 2012, 17:36
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Shafter is kickass. Would like to see the Tampa as well. The Tampa fits very well in IV. Hey Naid, which value do I adjust to adjust the ride height? I'm using your handling package and that coupled with the lower ride height on the Shafter, it sits too low (wheels coming through the wheel well lip at times).

Nice job with these. MOAR inlove.gif cool.gif

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LIVE_SlimSlugga713  
Posted: Saturday, Apr 14 2012, 22:39
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Bro could you please Make the 84's A.k.A Swangas i never got to get no one to do it on GTA IV they only did it on GTA:Sa heres my post please check it out these rims are very popular in texas Swangas Request they would look bad a** on the Cadillacs like the willard, Primo and Emperor.

This post has been edited by LIVE_SlimSlugga713 on Saturday, Apr 14 2012, 22:43
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NaidRaida  
Posted: Sunday, Apr 15 2012, 11:12
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QUOTE (PacketOVerload_x64Bit @ Saturday, Apr 14 2012, 19:36)
which value do I adjust to adjust the ride height?

Thanks Packet. Adjusting the suspension height is pretty simple:

2100.0 5.5 85 0.0 -0.02 -0.09 0.0 7 0.3 1.0 200.0 0.28 0.65 0.7 35.0 1.25 0.95 13.5 0.14 0.47 3.55 2.85 2.85 0.12 -0.16 -0.015 0.5 3.5 1.0 3.5 2.0 0.0 130000 00440010 00404000 0

Standard Raise value for all stock vehicles is 0.0.

The yellow marked parameter is the knob to turn. It's called "Raise" in the handling editor. Increasing the value will lead to more suspension (normal look), decreasing will lead to less suspension (sport look).
You should modify this parameter in small steps cause going from -0.015 (my current Schafter value) to 0.0 will increase the suspension a lot. I modify this value mostly with 0.01/0.005/0.002 steps for more precision.

--------------------

QUOTE (LIVE_SlimSlugga713 @ Sunday, Apr 15 2012, 00:39)
Bro could you please Make the 84's A.k.A Swangas

At the moment I cannot create much scratch made stuff and these rims look like difficult to create, that would require more modelling knowhow than I actually have. Before I can do that we're all playing GTA V I bet.

This post has been edited by NaidRaida on Sunday, Apr 15 2012, 11:33
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LIVE_SlimSlugga713  
Posted: Sunday, Apr 15 2012, 14:31
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QUOTE (NaidRaida @ Sunday, Apr 15 2012, 04:12)
QUOTE (PacketOVerload_x64Bit @ Saturday, Apr 14 2012, 19:36)
which value do I adjust to adjust the ride height?

Thanks Packet. Adjusting the suspension height is pretty simple:

2100.0 5.5 85 0.0 -0.02 -0.09 0.0 7 0.3 1.0 200.0 0.28 0.65 0.7 35.0 1.25 0.95 13.5 0.14 0.47 3.55 2.85 2.85 0.12 -0.16 -0.015 0.5 3.5 1.0 3.5 2.0 0.0 130000 00440010 00404000 0

Standard Raise value for all stock vehicles is 0.0.

The yellow marked parameter is the knob to turn. It's called "Raise" in the handling editor. Increasing the value will lead to more suspension (normal look), decreasing will lead to less suspension (sport look).
You should modify this parameter in small steps cause going from -0.015 (my current Schafter value) to 0.0 will increase the suspension a lot. I modify this value mostly with 0.01/0.005/0.002 steps for more precision.

--------------------

QUOTE (LIVE_SlimSlugga713 @ Sunday, Apr 15 2012, 00:39)
Bro could you please Make the 84's A.k.A Swangas

At the moment I cannot create much scratch made stuff and these rims look like difficult to create, that would require more modelling knowhow than I actually have. Before I can do that we're all playing GTA V I bet.

QUOTE
At the moment I cannot create much scratch made stuff and these rims look like difficult to create, that would require more modelling knowhow than I actually have. Before I can do that we're all playing GTA V I bet.
ok do think you could convert it from Gta:sa because i have the file.
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NaidRaida  
Posted: Sunday, Apr 15 2012, 19:48
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Having the file is good but you will also need permission from the original author for a convert. Please come to PM if you wish to talk about it furthermore.

This post has been edited by NaidRaida on Wednesday, Apr 18 2012, 20:02
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ZBNYNC  
Posted: Saturday, Apr 21 2012, 00:39
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That Tampa is looking good!
Have you thought about using real companies for the wheels on your cars like Asanti or BBS or Dayton?
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NaidRaida  
Posted: Saturday, Apr 21 2012, 00:52
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QUOTE (ZBNYNC @ Saturday, Apr 21 2012, 02:39)
That Tampa is looking good!
Have you thought about using real companies for the wheels on your cars like Asanti or BBS or Dayton?

Not yet because I'm just experimenting with 3D modelling step by step and I'm using only all original game material for editing. I want to maintain a classic IV character, that's my main goal here.
Ok, I've put an original texture to the brakes but only because they had almost no existing texture, the original one was just a bunch of unrecognizable pixels.

This post has been edited by NaidRaida on Saturday, Apr 21 2012, 13:24
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Vanni83  
Posted: Saturday, Apr 21 2012, 07:28
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wooo ooooo!! what a great idea Naid!!! editing stock car with original materials !!! Go on i will download them biggrin.gif biggrin.gif biggrin.gif

if you want suggestion about 3d modelling ask , i'm a cgi visual artist tounge.gif
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raggazam  
Posted: Saturday, Apr 21 2012, 10:58
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Tanks Naid smile.gif cookie.gif cookie.gif
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NaidRaida  
Posted: Saturday, Apr 21 2012, 13:52
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Thank you. I'm having much more cars in my mind which needs some adjustment. Shifty41s_beerhatsmilie2.gif
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Vanni83  
Posted: Saturday, Apr 21 2012, 14:13
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ei naid, a question:
can you make cars rims selectable? biggrin.gif
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NaidRaida  
Posted: Sunday, Apr 22 2012, 06:32
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QUOTE (Vanni83 @ Saturday, Apr 21 2012, 16:13)
ei naid, a question:
can you make cars rims selectable? biggrin.gif

You mean in-game? Would be nice, like a tuning shop, but afaik impossible. I cannot put different wheels on a specific car, this will corrupt the model structure. Maybe there is a way but then I don't know it. haha turn.gif
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Vanni83  
Posted: Sunday, Apr 22 2012, 08:40
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mmhhh yes, it will be nice, like the adding of the cars part in the trainer, plus with rims option biggrin.gif biggrin.gif
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NaidRaida  
Posted: Monday, Apr 23 2012, 16:45
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I think it's possible to add different wheels as extra part but they probably won't work correctly because the animations for the wheels can't be assigned to different or several model parts.
I have to rename them so that the game recognize them as extra part, but then they cannot be recognized as wheels which need the scripted wheel animation.

Head post updated! 04/26

This post has been edited by NaidRaida on Thursday, Apr 26 2012, 20:16
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lowridincrew  
Posted: Saturday, Apr 28 2012, 03:28
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Haven't been on in a while. This is slick keep it up!
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PacketOVerload_x64Bit  
Posted: Saturday, Apr 28 2012, 04:41
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QUOTE
Oracle SE (WIP)

user posted image user posted image

DO WANT! BETA FOR A OLD BUDDY? blush.gif
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Triple Penetration  
Posted: Saturday, Apr 28 2012, 16:07
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Please make it two-colour, just like the new Schafter in TBOGT. I'm pleading you!
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NaidRaida  
Posted: Saturday, Apr 28 2012, 20:54
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QUOTE (PacketOVerload_x64Bit @ Saturday, Apr 28 2012, 06:41)
DO WANT! BETA FOR A OLD BUDDY?  blush.gif

No. I don't like to share non approved stuff. You'll have to wait. I could have worked more on this one already but another car suddenly caught my attention and stopped me working on the Oracle.

QUOTE (Triple Penetration @ Saturday, Apr 28 2012, 18:07)
Please make it two-colour, just like the new Schafter in TBOGT. I'm pleading you!

Which one? The Oracle?

Right now all four color slots are assigned (rim color 1 + 2, body color, metallic effect color). I will have to take one of the rim colors for the second body color then. I will give it a try but
I suddenly moved to another car which you may like too: the Schafter2 from TBoGT (the already tuned one). I will put all energy in this one first, but will go back to the Oracle later.

user posted image
(Original Schafter2)

I'm having some issues right now but testing goes on. Some screenshots should be ready very soon.

This post has been edited by NaidRaida on Saturday, Apr 28 2012, 21:15
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PacketOVerload_x64Bit  
Posted: Sunday, Apr 29 2012, 00:20
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Awww. ^ The comment makes Packet frowny-face. wink.gif Just kidding. Thanks anyway? colgate.gif

Hey Naid, If you can do a UV-unwrap, I can make vinyls for these. I know %0 about modelling. Here's some information if you're interested, from a very reputable, experienced source:

QUOTE
doing this is quite easy actually.
First: open my Lambo's wtd and see the file name convention of the liveries, the "gal" part is changeable.

So, for having paintjobs you have to use the paint3 shader instead of paint1. The difference here is the UV mapping.
Once you have mapped UV1, dirt, scratches, car color etc, right-click the object(s)/properties and give it an UV2. To map this, you need ZM's mapping tool where you can either simply make a copy of UV1 to UV1 or make it manually onto UV2.

The assemblance of the paint3 shader is different to paint1 as well:
texture uv1, texture uv2, dirt uv1, spec uv1
now, texture UV1 is simply the usual blank white, grey or whatever you prefer. texture UV2 is the paintjob, on my lambo its gal_sign_1.png.
You can place 4 PJ files into the WTD (or even more, causing weird behavior maybe). If you want the car being Paintable via trainer only, you're done. If it has to spawn with a paintjob, add +livery to the vehicles.dat line. If you want to have random PJ/noonPJ on streets, use one or two EMPTY .png files as PJ, 100% alpha channeled. Time to time hthe vehicle will only have car color if the game chooses the empty PJ.


To get the template just make every part visible in ZM. Now go into vertex or whatever mode and again use the UV tool, but be careful! Select old mapping, no changes. then you can select the paint3 material only. Screenshot it as big as possible and you're done.


2048x2048 is really nice for workin' those vinyls and paintjobs in as you can use the auto-select tool to outline the negative space around the uvwrap to paint and cut only on the model area of the vinyl.

colgate.gif wink.gif
Cheers and best of luck and continued success with whatever you work on, good sir.
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PacketOVerload_x64Bit  
Posted: Monday, Apr 30 2012, 00:14
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You reminded me of all the cool cars from EFLC thanks Naid smile.gif

I'm gonna import the Schafter2 until you get done yours. I like the new rims and look of the car. Very impressed man, Love what you're doing here. Especially love that the poly count is akin to the originals yet the overall look is drastically improved.

-Packet
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